Paul
0e5272b217
Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
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Conflicts:
src/gameobjects/Image.js
src/gameobjects/Rope.js
src/gameobjects/Sprite.js
src/gameobjects/Text.js
src/gameobjects/TileSprite.js
src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
photonstorm
2483cd5df4
Various readonly Body properties flagged as 'readonly' in the jsdocs ( #1643 )
2015-02-26 23:32:14 +00:00
photonstorm
53b1562eb6
jshint fix
2015-02-26 23:12:26 +00:00
Richard Davey
c819f0b508
Merge pull request #1642 from zekoff/tileset-render-fix
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Fix row/col count formula.
2015-02-26 21:28:21 +00:00
Richard Davey
ef5d7a9b3b
Merge pull request #1638 from clark-stevenson/dev
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Weekly Review
2015-02-26 21:25:00 +00:00
photonstorm
f99f182a6f
Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection
property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT
. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
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There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.
More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00
photonstorm
74eeddf956
You can now set a resolution
property in your Game Configuration object. This will be read when the Pixi renderer instance is created and used to set the resolution within that ( #1621 )
2015-02-26 10:52:30 +00:00
Michael Zekoff
510353f6fb
Fix row/col count formula.
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This fixes the rendering issue for tilesets with margin/spacing
as described in photonstorm/phaser#1641 .
2015-02-26 04:34:41 +00:00
photonstorm
41396d5ad2
Merged all of the relevant Pixi 2.2.7 fixes in ( #1621 )
2015-02-25 17:04:48 +00:00
photonstorm
03a2db18cb
Added extra protection in the case of mixed-type Groups.
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Removed window vars and replaced with stats property.
Removed redundant if/else checks.
2015-02-25 06:06:40 +00:00
photonstorm
8aec760cd5
First pass at spacial sorting in World.collide.
2015-02-25 05:39:02 +00:00
photonstorm
321e11d0a5
A State swap now sets the Loader.reset hard
parameter to true
by default. This will null any Loader.preloadSprite that may have been set ( #1636 )
2015-02-25 05:18:49 +00:00
photonstorm
a69e53f901
Copyright date change.
2015-02-25 03:36:23 +00:00
photonstorm
466a4d11bb
Loader.preloadSprite had an extra guard added to ensure it didn't try to updateCrop a non-existent sprite (thanks @noidexe #1636 )
2015-02-25 03:08:37 +00:00
photonstorm
eb8e99021b
Updated Grunt script with 'build' task back + new dist builds.
2015-02-25 02:59:00 +00:00
photonstorm
dee13d52d8
jshint fix.
2015-02-25 02:50:57 +00:00
photonstorm
ae7a1fda05
Optimised preUpdate callbacks.
2015-02-25 02:49:50 +00:00
photonstorm
ee48675a28
Fixed trimmed TileSprites in Canvas (WebGL still broken, as it's broken in Pixi also)
2015-02-25 02:49:38 +00:00
photonstorm
72530d963b
Default exists should be true!
2015-02-25 02:49:19 +00:00
photonstorm
c799dfe7da
Fixed physics postUpdate issue causing particles and all kinds of things to go awry.
2015-02-25 02:18:05 +00:00
photonstorm
ec19abb91c
Component preUpdate changes.
2015-02-25 00:59:27 +00:00
photonstorm
3d399f1b14
Removed the final few private vars from computeVelocity
2015-02-25 00:04:53 +00:00
photonstorm
c9939f8691
Tilemap fix #1635
2015-02-24 22:57:59 +00:00
photonstorm
1dee5f260b
Updated config handler to go with new Debug page.
2015-02-24 21:28:44 +00:00
Clark Stevenson
7994427583
Weekly Review
2015-02-24 01:22:13 +00:00
photonstorm
4750cc9527
And actually commit it too.
2015-02-23 15:07:22 +00:00
photonstorm
5635bed54f
Docs update.
2015-02-23 13:58:57 +00:00
photonstorm
42b316473d
jsdoc fix.
2015-02-23 13:58:57 +00:00
Richard Davey
78800b7c38
Merge pull request #1623 from zeh/patch-1
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Updated to Pixi 2.2.5
2015-02-23 13:54:55 +00:00
Richard Davey
46c6a86e06
Merge pull request #1634 from pnstickne/wip-jsdoc-fix3
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Corrected comment causing jsdoc-abort
2015-02-23 13:54:35 +00:00
Paul
3e5c1532d8
Fixed jsdoc-abort bug with "||" in jsdoc type
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- jsdoc aborts on x||y found in types..
2015-02-22 20:51:00 -08:00
Paul
4f747a1c00
Components - moving install to prototype
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- This ensures the components are regsitered once per type
instead of once per instance (which is duplicate work)
2015-02-22 20:44:11 -08:00
photonstorm
a75e28d2b8
jshint fixes.
2015-02-22 20:08:44 +00:00
photonstorm
8b7085e20a
RenderTexture guards.
2015-02-22 19:30:43 +00:00
photonstorm
e93ded324f
Added missing class var.
2015-02-22 19:30:34 +00:00
photonstorm
5fd066c610
ArraySet.getByKey gets an item from the set based on the property strictly equaling the value given.
2015-02-22 19:30:23 +00:00
photonstorm
8d71e8a32c
Animation.update skips ahead frames when the system is lagging, however it failed to set the animation to the final frame in the sequence if the animation skipped ahead too far (thanks @richpixel #1628 )
2015-02-22 19:26:56 +00:00
photonstorm
a31317ac48
Updated help text.
2015-02-20 00:58:59 +00:00
photonstorm
81a1a831b5
New custom folder.
2015-02-20 00:58:39 +00:00
photonstorm
ba08498e73
Fixed bug with the watch list not checking decode status by key properly.
2015-02-20 00:58:05 +00:00
photonstorm
7efb051f54
New build scripts working for the default builds and custom builds.
2015-02-19 17:23:35 +00:00
photonstorm
bec18cb46c
Removed redundant event call.
2015-02-19 15:27:59 +00:00
photonstorm
c56d2c63ca
Custom build scripts are go!
2015-02-19 15:27:44 +00:00
photonstorm
f34088458d
More grunt work. Nearly there.
2015-02-19 06:03:42 +00:00
photonstorm
9c46027340
Working through the new build scripts.
2015-02-19 05:01:50 +00:00
photonstorm
cbac770aed
New grunt manifests.
2015-02-19 05:01:30 +00:00
photonstorm
babd303a2a
Manager stubs for new custom build process.
2015-02-19 05:01:12 +00:00
photonstorm
3d0bc682f0
Moved Events.
2015-02-19 05:00:55 +00:00
photonstorm
f613e5882e
Allowed Keyboard and Gamepad to be optional.
2015-02-19 05:00:41 +00:00
photonstorm
a7bdce1806
Moved collideSpriteVsTilemapLayer to here.
2015-02-19 05:00:22 +00:00